That's what I mean concerning the limitations of the class system. If a Glad were given a job that wasn't a tank i.e. Red Mage, they would have to change all the tanking skills of Gladiator, or make RDM a tank.
They can easily change certain skills to match up to red, much like how SMN/sch changed by re-branding the summon I,II skills.
Vit I/II/III/IV would turn into DET I/II/III/IV if a glad went rdm. shield swipe would turn into mana-transfer or something, changing the proc nature, etc.
They would have to re organized some skills yes, but that's why it's easier to push jobs to expansion when they can make sweeping rebalancing.
The biggest problem is that class have no xp, so you are loosing a lot of content using a job/class system. Leveling another job gives people something to do, leveling another class, is just simply doing the quests.
Last edited by kukurumei; 03-25-2014 at 04:07 AM.


They could put a constant self buff on the new job like Cleric Stance, but rather than switching two stats it removes the enmity multiplier from each attack and gives a damage increase by like 10% or whatever is balanced. Savage Blade and Halone would no longer have enmity boost, and flash would only blind. The self buffs are mostly defensive, but it doesn't mean the job skills can't add more. There are probably other ways to alleviate the issue too.
Would make a GLD DPS job hell in the first dungeons unless the soul stone removes the enmity effects and change certain skills. "Don't play your job correctly! Your combo still has enmity boost at this level! Fast and riot only!"
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